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Breeding a diversity of Super Mario behaviors through interactive evolution

机译:通过互动进化培育超级马里奥行为的多样性

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Creating controllers for NPCs in video games is traditionally a challenging and time consuming task. While automated learning methods such as neuroevolution (i.e. evolving artificial neural networks) have shown promise in this context, they often still require carefully designed fitness functions. In this paper, we show how casual users can create controllers for Super Mario Bros. through an interactive evolutionary computation (IEC) approach, without prior domain or programming knowledge. By iteratively selecting Super Mario behaviors from a set of candidates, users are able to guide evolution towards behaviors they prefer. The result of a user test show that the participants are able to evolve controllers with very diverse behaviors, which would be difficult through automated approaches. Additionally, the user-evolved controllers perform as well as controllers evolved with a traditional fitness-based approach in terms of distance traveled. The results suggest that IEC is a viable alternative in designing diverse controllers for video games that could be extended to other games in the future.
机译:传统上,为视频游戏中的NPC创建控制器是一项艰巨而耗时的任务。尽管在这种情况下诸如神经进化(即进化的人工神经网络)之类的自动学习方法已显示出希望,但它们仍经常需要精心设计的适应度函数。在本文中,我们展示了临时用户如何在没有先验领域或编程知识的情况下,通过交互式进化计算(IEC)方法为超级马里奥兄弟公司创建控制器。通过从一组候选对象中反复选择“超级马里奥”行为,用户可以指导他们朝着自己喜欢的行为发展。用户测试的结果表明,参与者能够开发出具有非常多样化行为的控制器,而这通过自动化方法是很难实现的。另外,在行进距离方面,用户进化的控制器的性能与传统的基于适应性的方法进化的控制器一样好。结果表明,IEC是为视频游戏设计多样化控制器的可行选择,该控制器将来可能会扩展到其他游戏。

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